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Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. Completing the puzzle requires patience and logical ability. Although first published in a U.S. puzzle magazine in 1979, sudoku initially caught on in Japan in 1986 and attained international popularity in 2005. Nikoli sudoku are hand-constructed, with the author being credited; the givens are always found in a symmetrical pattern. Dell Number Place Challenger (see Variants below) puzzles also list authors. The sudoku puzzles printed in most UK newspapers are apparently computer-generated but employ symmetrical givens; The Guardian licenses and publishes Nikoli-constructed sudoku puzzles, though it does not include credits. The Guardian famously claimed that because they were hand-constructed, their puzzles would contain "imperceptible witticisms" that would be very unlikely in computer-generated sudoku. The challenge to sudoku programmers is teaching a program how to build clever puzzles, such that they may be indistinguishable from those constructed by humans; Wayne Gould required six years of tweaking his popular program before he believed he achieved that level. The level of difficulty of the puzzles can be selected to suit the audience. The puzzles are often available free from published sources and may also be custom-generated using software. The general problem of solving sudoku puzzles on n2 x n2 boards of n x n blocks is known to be NP-complete [9]. This gives some indication of why sudoku is difficult to solve, although on boards of finite size the problem is finite and can be solved by a deterministic finite automaton that knows the entire game tree. Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. United States broadcaster CBS has run several stories concerning sudoku, including on the Early Show in summer 2005, and on the CBS Evening News that autumn, on October 26. The level of difficulty of the puzzles can be selected to suit the audience. The puzzles are often available free from published sources and may also be custom-generated using software.
The puzzle is most frequently a 9×9 grid, made up of 3×3 subgrids called "regions" (other terms include "boxes", "blocks", and the like when referring to the standard variation; even "quadrants" is sometimes used, despite this being an inaccurate term for a 9×9 grid). A second related principle is also true. If, within any set of cells (row, column or region), a set of candidate numerals can only appear within a number of cells equal to the quantity of candidate numerals, the cells and numerals are matched and only those numerals can appear in the matched cells. Other candidates in the matched cells can be eliminated. For example, if the 2 numerals (p,q) can only appear in 2 cells within a specific set of cells (row, column or region), all other candidates in those 2 cells can be eliminated. Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. The first world championship was held in Lucca, Italy from 10 to 12 March 2006 [20]; it was won by Jana Tylova, a 31-year-old accountant from the Czech Republic. The competition included variants; a full list can be found in the PDF here. There is no doubt that it was not until the British Daily Telegraph introduced the puzzle on a daily basis on 23 February 2005 with the full front-page treatment advertising the fact, that the other UK national newspapers began to take real interest. The Telegraph continued to splash the puzzle on its front page, realizing that it was gaining sales simply by its presence. Until then the Times had kept very quiet about the huge daily interest that its daily sudoku competition had aroused. That newspaper already had plans for taking advantage of their market lead, and a first sudoku book was already on the stocks before any other national UK papers had realised just how popular sudoku might be.
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Building a sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. The two main approaches to analysis are "candidate elimination" and "what-if". Ideally one needs to find a combination of techniques which avoids some of the drawbacks of the above elements. The counting of regions, rows, and columns can feel boring. Writing candidate numerals into empty cells can be time-consuming. The what-if approach can be confusing unless you are well organised. The proverbial Holy Grail is to find a technique which minimizes counting, marking up, and rubbing out. The puzzle is most frequently a 9×9 grid, made up of 3×3 subgrids called "regions" (other terms include "boxes", "blocks", and the like when referring to the standard variation; even "quadrants" is sometimes used, despite this being an inaccurate term for a 9×9 grid). Some cells already contain numerals, known as "givens" (or sometimes as "clues"). The goal is to fill in the empty cells, one numeral in each, so that each column, row, and region contains the numerals 1–9 exactly once. In the "what-if" approach, a cell with only two candidate numerals is selected, and a guess is made. The steps above are repeated unless a duplication is found or a cell is left with no possible candidate, in which case the alternative candidate is the solution. In logical terms, this is known as reductio ad absurdum. Nishio is a limited form of this approach: for each candidate for a cell, the question is posed: will entering a particular numeral prevent completion of the other placements of that numeral? If the answer is yes, then that candidate can be eliminated. The what-if approach requires a pencil and eraser. This approach may be frowned on by logical purists as trial and error (and most published puzzles are built to ensure that it will never be necessary to resort to this tactic) but it can arrive at solutions fairly rapidly. Bringing the process full-circle, Dell Magazines, which publishes the original Number Place puzzle, now also publishes two sudoku magazines: Original sudoku and Extreme sudoku. Additionally, Kappa reprints Nikoli sudoku in GAMES Magazine under the name Squared Away; the New York Post, USA Today, The Boston Globe, Washington Post, The Examiner, and San Francisco Chronicle now also publish the puzzle. It is also often included in puzzle anthologies, such as The Giant 1001 Puzzle Book (under the title Nine Numbers). Wei-Hwa Huang created a meta-sudoku, where the object is to finish drawing the 5×5 grid's pentomino-region borders so as to leave a uniquely solvable puzzle with no identically-shaped regions.
Although for standard sudoku problems highly optimized and sophisticated backtracking programs are fastest, another popular way of solving such constraint problems is Donald Knuth's Dancing Links Algorithm for solving the exact matrix cover problem, of which the sudoku problems are a special case. Knuth's algorithm can be applied by converting the sudoku puzzle to a matrix cover problem, solve this problem instead, and convert the solution obtained back to a completed sudoku grid. This method is now preferred by many sudoku programmers, by virtue of its execution speed, simplicity and ease of implementation and the availability of documentation and reference source code. In 1997, retired Hong Kong judge Wayne Gould, 59, a New Zealander, saw a partly completed puzzle in a Japanese bookshop. Over 6 years he developed a computer program to produce puzzles quickly. Knowing that British newspapers have a long history of publishing crosswords and other puzzles, he promoted sudoku to The Times in Britain, which launched it on 12 November 2004 (calling it Su Doku). The puzzles by Pappocom, Gould's software house, have been printed daily in the Times ever since. This is a row, 9 cells wide. A filled-in row must have one of each digit. That means that each digit appears only once in the row. There are 9 rows in the grid, and the same applies to each of them. The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex The first principle is based on cells where only matched numerals appear. The second is based on numerals that appear only in matched cells. The validity of either principle is demonstrated by posing the question, 'Would entering the eliminated numeral prevent completion of the other necessary placements?' If the answer to the question is 'Yes,' then the candidate numeral in question can be eliminated. Advanced techniques carry these concepts further to include multiple rows, columns, and regions. Although for standard sudoku problems highly optimized and sophisticated backtracking programs are fastest, another popular way of solving such constraint problems is Donald Knuth's Dancing Links Algorithm for solving the exact matrix cover problem, of which the sudoku problems are a special case. Knuth's algorithm can be applied by converting the sudoku puzzle to a matrix cover problem, solve this problem instead, and convert the solution obtained back to a completed sudoku grid. This method is now preferred by many sudoku programmers, by virtue of its execution speed, simplicity and ease of implementation and the availability of documentation and reference source code. Computer solvers can estimate the difficulty for a human to find the solution, based on the complexity of the solving techniques required. This estimation allows publishers to tailor their sudoku puzzles to audiences of varied solving experience. Some online versions offer several difficulty levels. Although for standard sudoku problems highly optimized and sophisticated backtracking programs are fastest, another popular way of solving such constraint problems is Donald Knuth's Dancing Links Algorithm for solving the exact matrix cover problem, of which the sudoku problems are a special case. Knuth's algorithm can be applied by converting the sudoku puzzle to a matrix cover problem, solve this problem instead, and convert the solution obtained back to a completed sudoku grid. This method is now preferred by many sudoku programmers, by virtue of its execution speed, simplicity and ease of implementation and the availability of documentation and reference source code. Michael Metcalf reportedly created a 100×100 sudoku puzzle, published to the "sudokuworld" Yahoo! group.
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